1 |
I watched a couple of your replays for a bit more context, and here's what I have to say.
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1 |
I watched a couple of your replays for a bit more context, and here's what I have to say.
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2 |
1) Early game pyro aggression is really good for holding the player back and forcing them to build defenses, which uses their metal. Don't throw your raiders away on a risky factory dive though, because you need to be able to pressure the enemy around the entire map because...
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2 |
1) Early game pyro aggression is really good for holding the player back and forcing them to build defenses, which uses their metal. Don't throw your raiders away on a risky factory dive though, because you need to be able to pressure the enemy around the entire map because...
|
3 |
2)
Defenses
can't
move.
They're
very
strong
but
only
in
their
one
spot.
You
had
a
game
where
you
had
5x
the
opponent's
army
value,
but
spent
ten
minutes
trying
to
take
out
their
shield
spam.
Use
that
jumpbot
mobility
to
go
somewhere
else
on
the
map
and
wreck
their
economy
or
main
base.
|
3 |
2)
*Defenses
can't
move*.
They're
very
strong
but
only
in
their
one
spot.
You
had
a
game
where
you
had
*5x*
the
opponent's
army
value,
but
spent
ten
minutes
trying
to
take
out
their
shield
spam.
Use
that
jumpbot
mobility
to
go
somewhere
else
on
the
map
and
wreck
their
economy
or
main
base.
|
4 |
3)
If
you
want
to
hit
the
shields
head-on,
get
a
Tremor
or
some
Emissaries.
Maybe
even
Shockleys.
|
4 |
3)
If
you
want
to
hit
the
shields
*head-on,
get
a
Tremor*
or
some
Emissaries.
Maybe
even
Shockleys.
|
5 |
4)
Don't
forget
to
build
radar,
this
helps
you
pick
out
weak
points
of
the
enemy's
defenses
and
army
distribution.
|
5 |
4)
Don't
forget
to
build
*radar*,
this
helps
you
pick
out
weak
points
of
the
enemy's
defenses
and
army
distribution.
|
6 |
5)
RECLAIM!
Your
opponent
is
able
to
afford
these
defenses
because
they're
picking
up
the
pieces
after
the
battle.
Deny
this
to
your
opponent
(
remember,
their
standing
army
is
smaller
than
yours)
and
you'll
gain
another
advantage.
|
6 |
5)
*RECLAIM!*
Your
opponent
is
able
to
afford
these
defenses
because
they're
picking
up
the
pieces
after
the
battle.
Deny
this
to
your
opponent
(
remember,
their
standing
army
is
smaller
than
yours)
and
you'll
gain
another
advantage.
|
7 |
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7 |
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8 |
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8 |
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|
9 |
If you're at 4 factories (35 buildpower or 35 m/s) it's safe to facswitch to something with artillery like @Astran says:
|
9 |
If you're at 4 factories (35 buildpower or 35 m/s) it's safe to facswitch to something with artillery like @Astran says:
|
10 |
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|
10 |
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11 |
Cloakbot: Slings are cheap (plus get Iris for radar jamming against counter batteries).
|
11 |
Cloakbot: Slings are cheap (plus get Iris for radar jamming against counter batteries).
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12 |
Tanks: Emissary, or Tremor if they're *really* dug in.
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12 |
Tanks: Emissary, or Tremor if they're *really* dug in.
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13 |
Rover: Badger is okay, Impaler has fantastic range but low dps.
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13 |
Rover: Badger is okay, Impaler has fantastic range but low dps.
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14 |
Lance: 1 shots almost everything, but sluggish, flimsy, expensive, and overkills like crazy.
|
14 |
Lance: 1 shots almost everything, but sluggish, flimsy, expensive, and overkills like crazy.
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